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[godot] Fix-up newlines in editor docs.
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@ -26,8 +26,7 @@
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<method name="get_duration">
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<return type="float" />
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<description>
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The duration of the animation in seconds, which is usually the highest time of all frames in the timeline. The duration is
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used to know when it has completed and when it should loop back to the start.
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The duration of the animation in seconds, which is usually the highest time of all frames in the timeline. The duration is used to know when it has completed and when it should loop back to the start.
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</description>
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</method>
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<method name="get_name">
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@ -1,12 +1,10 @@
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="SpineAnimationState" inherits="Reference" version="3.4">
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<brief_description>
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Applies animations over time, queues animations for later playback, mixes (crossfading) between animations, and applies
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multiple animations on top of each other (layering).
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Applies animations over time, queues animations for later playback, mixes (crossfading) between animations, and applies multiple animations on top of each other (layering).
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</brief_description>
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<description>
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Applies animations over time, queues animations for later playback, mixes (crossfading) between animations, and applies
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multiple animations on top of each other (layering). See [link]http://esotericsoftware.com/spine-applying-animations[/link] in the Spine Runtimes Guide.
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Applies animations over time, queues animations for later playback, mixes (crossfading) between animations, and applies multiple animations on top of each other (layering). See [url]http://esotericsoftware.com/spine-applying-animations[/url] in the Spine Runtimes Guide.
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</description>
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<tutorials>
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</tutorials>
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@ -18,13 +16,8 @@
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<argument index="2" name="loop" type="bool" default="true" />
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<argument index="3" name="track_id" type="int" default="0" />
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<description>
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Adds an animation to be played after the current or last queued animation for a track. If the track is empty, it is
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equivalent to calling [code]set_animation[/code].
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If [code]delay[/code] > 0, sets [code]TrackEntry.delay[/code]. If [code]delay[/code] <= 0, the delay set is the duration of the previous track entry
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minus any mix duration (from the [code]AnimationStateData[/code]) plus the specified [code]delay[/code] (ie the mix
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ends at ([code]delay[/code] >= 0) or before ([code]delay[/code] < 0) the previous track entry duration). If the
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previous entry is looping, its next loop completion is used instead of its duration.
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Adds an animation to be played after the current or last queued animation for a track. If the track is empty, it is equivalent to calling [code]set_animation[/code].
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If [code]delay[/code] > 0, sets [code]TrackEntry.delay[/code]. If [code]delay[/code] <= 0, the delay set is the duration of the previous track entry minus any mix duration (from the [code]AnimationStateData[/code]) plus the specified [code]delay[/code] (ie the mix ends at ([code]delay[/code] >= 0) or before ([code]delay[/code] < 0) the previous track entry duration). If the previous entry is looping, its next loop completion is used instead of its duration.
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</description>
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</method>
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<method name="add_empty_animation">
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@ -33,14 +26,8 @@
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<argument index="1" name="mix_duration" type="float" />
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<argument index="2" name="delay" type="float" />
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<description>
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Adds an empty animation to be played after the current or last queued animation for a track, and sets the track entry's
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mix duration. If the track is empty, it is equivalent to calling
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[code]set_empty_animation()[/code]. See [code]set_empty_animation()[/code].
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If [code]delay[/code]> 0, sets the track entry's delay. If <= 0, the delay set is the duration of the previous track entry
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minus any mix duration plus the specified [code]delay[/code] (ie the mix ends at ([code]delay[/code] = 0) or
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before ([code]delay[/code] < 0) the previous track entry duration). If the previous entry is looping, its next
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loop completion is used instead of its duration.
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Adds an empty animation to be played after the current or last queued animation for a track, and sets the track entry's mix duration. If the track is empty, it is equivalent to calling [code]set_empty_animation()[/code]. See [code]set_empty_animation()[/code].
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If [code]delay[/code]> 0, sets the track entry's delay. If <= 0, the delay set is the duration of the previous track entry minus any mix duration plus the specified [code]delay[/code] (ie the mix ends at ([code]delay[/code] = 0) or before ([code]delay[/code] < 0) the previous track entry duration). If the previous entry is looping, its next loop completion is used instead of its duration.
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Returns a track entry to allow further customization of animation playback. References to the track entry must not be kept
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after the dispose event occurs.
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</description>
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@ -49,9 +36,7 @@
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<return type="bool" />
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<argument index="0" name="skeleton" type="SpineSkeleton" />
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<description>
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Poses the skeleton using the track entry animations. The animation state is not changed, so can be applied to multiple
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skeletons to pose them identically.
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Poses the skeleton using the track entry animations. The animation state is not changed, so can be applied to multiple skeletons to pose them identically.
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Returns true if any animations were applied.
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</description>
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</method>
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@ -60,18 +45,14 @@
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<argument index="0" name="arg0" type="int" />
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<description>
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Removes all animations from the track, leaving skeletons in their current pose.
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It may be desired to use [code]set_empty_animation()[/code] to mix the skeletons back to the setup pose,
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rather than leaving them in their current pose.
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It may be desired to use [code]set_empty_animation()[/code] to mix the skeletons back to the setup pose, rather than leaving them in their current pose.
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</description>
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</method>
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<method name="clear_tracks">
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<return type="void" />
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<description>
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Removes all animations from all tracks, leaving skeletons in their current pose.
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It may be desired to use [code]set_empty_animations()[/code] to mix the skeletons back to the setup pose,
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rather than leaving them in their current pose.
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It may be desired to use [code]set_empty_animations()[/code] to mix the skeletons back to the setup pose, rather than leaving them in their current pose.
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</description>
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</method>
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<method name="disable_queue">
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@ -102,8 +83,7 @@
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<method name="get_time_scale">
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<return type="float" />
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<description>
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Multiplier for the delta time when the animation state is updated, causing time for all animations and mixes to play slower
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or faster. Defaults to 1.
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Multiplier for the delta time when the animation state is updated, causing time for all animations and mixes to play slower or faster. Defaults to 1.
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</description>
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</method>
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<method name="set_animation">
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@ -112,14 +92,9 @@
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<argument index="1" name="loop" type="bool" default="true" />
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<argument index="2" name="track_id" type="int" default="0" />
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<description>
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Sets the current animation for a track, discarding any queued animations. If the formerly current track entry was never
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applied to a skeleton, it is replaced (not mixed from).
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If [loop] is true, the animation will repeat. If false it will not, instead its last frame is applied if played beyond its
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duration. In either case [code]TrackEntry.trackEnd[/code] determines when the track is cleared.
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Returns track entry to allow further customization of animation playback. References to the track entry must not be kept
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after the dispose event occurs.
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Sets the current animation for a track, discarding any queued animations. If the formerly current track entry was never applied to a skeleton, it is replaced (not mixed from).
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If [loop] is true, the animation will repeat. If false it will not, instead its last frame is applied if played beyond its duration. In either case [code]TrackEntry.trackEnd[/code] determines when the track is cleared.
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Returns track entry to allow further customization of animation playback. References to the track entry must not be kept after the dispose event occurs.
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</description>
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</method>
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<method name="set_empty_animation">
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@ -127,21 +102,9 @@
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<argument index="0" name="track_id" type="int" />
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<argument index="1" name="mix_duration" type="float" />
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<description>
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Sets an empty animation for a track, discarding any queued animations, and sets the track entry's
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mix duration. An empty animation has no timelines and serves as a placeholder for mixing in or out.
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Mixing out is done by setting an empty animation with a mix duration using either [code]set_empty_animation()[/code],
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[code]set_empty_animations()[/code], or [code]add_empty_animation()[/code]. Mixing to an empty animation causes
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the previous animation to be applied less and less over the mix duration. Properties keyed in the previous animation
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transition to the value from lower tracks or to the setup pose value if no lower tracks key the property. A mix duration of
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0 still mixes out over one frame.
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Mixing in is done by first setting an empty animation, then adding an animation using
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[code]add_animation()[/code]with the desired delay (an empty animation has a duration of 0) and on
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the returned track entry, set the mix duration. Mixing from an empty animation causes the new
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animation to be applied more and more over the mix duration. Properties keyed in the new animation transition from the value
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from lower tracks or from the setup pose value if no lower tracks key the property to the value keyed in the new
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animation.
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Sets an empty animation for a track, discarding any queued animations, and sets the track entry's mix duration. An empty animation has no timelines and serves as a placeholder for mixing in or out.
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Mixing out is done by setting an empty animation with a mix duration using either [code]set_empty_animation()[/code], [code]set_empty_animations()[/code], or [code]add_empty_animation()[/code]. Mixing to an empty animation causes the previous animation to be applied less and less over the mix duration. Properties keyed in the previous animation transition to the value from lower tracks or to the setup pose value if no lower tracks key the property. A mix duration of 0 still mixes out over one frame.
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Mixing in is done by first setting an empty animation, then adding an animation using [code]add_animation()[/code]with the desired delay (an empty animation has a duration of 0) and on the returned track entry, set the mix duration. Mixing from an empty animation causes the new animation to be applied more and more over the mix duration. Properties keyed in the new animation transition from the value from lower tracks or from the setup pose value if no lower tracks key the property to the value keyed in the new animation.
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</description>
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</method>
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<method name="set_empty_animations">
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@ -155,8 +118,7 @@
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<return type="void" />
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<argument index="0" name="time_scale" type="float" />
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<description>
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Sets the multiplier for the delta time when the animation state is updated, causing time for all animations and mixes to play slower
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or faster. Defaults to 1.
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Sets the multiplier for the delta time when the animation state is updated, causing time for all animations and mixes to play slower or faster. Defaults to 1.
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</description>
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</method>
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<method name="update">
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@ -4,8 +4,7 @@
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Represents an attachment in a Spine skeleton's skin.
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</brief_description>
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<description>
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Represents an attachment in a Spine skeleton's skin. See [link]http://en.esotericsoftware.com/spine-runtime-skins[/link].
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Represents an attachment in a Spine skeleton's skin. See [url]http://en.esotericsoftware.com/spine-runtime-skins[/url].
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Attachments can only be queried for their name and can not be manipulated.
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</description>
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<tutorials>
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@ -5,13 +5,8 @@
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</brief_description>
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<description>
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A bone of a Spine skeleton, storing its current pose.
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A bone has a local transform which is used to compute its world transform. A bone also has an applied transform, which is a
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local transform that can be applied to compute the world transform. The local transform and applied transform may differ if a
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constraint or application code modifies the world transform after it was computed from the local transform.
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The bone's world transform is relative to the skeleton's coordinate system origin. Use [code]set_global_transform()[/code]
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and [code]get_global_transform()[/code] to convert from and to Godot's Canvas coordinate system.
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A bone has a local transform which is used to compute its world transform. A bone also has an applied transform, which is a local transform that can be applied to compute the world transform. The local transform and applied transform may differ if a constraint or application code modifies the world transform after it was computed from the local transform.
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The bone's world transform is relative to the skeleton's coordinate system origin. Use [code]set_global_transform()[/code] and [code]get_global_transform()[/code] to convert from and to Godot's Canvas coordinate system.
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</description>
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<tutorials>
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</tutorials>
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@ -205,8 +200,7 @@
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<method name="is_active">
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<return type="bool" />
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<description>
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Returns false when the bone has not been computed because [code]BoneData.get_skin_required()[/code] is true and the
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active skin does not contain this bone.
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Returns false when the bone has not been computed because [code]BoneData.get_skin_required()[/code] is true and the active skin does not contain this bone.
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</description>
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</method>
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<method name="local_to_world">
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@ -228,9 +222,7 @@
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<argument index="0" name="arg0" type="float" />
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<description>
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Rotates the world transform the specified amount.
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After changes are made to the world transform, [code]update_applied_transform[/code] should be called and [code]update()[/code] will
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need to be called on any child bones, recursively.
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After changes are made to the world transform, [code]update_applied_transform[/code] should be called and [code]update()[/code] will need to be called on any child bones, recursively.
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</description>
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</method>
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<method name="set_a">
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@ -1,8 +1,10 @@
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="SpineBoneData" inherits="SpineObjectWrapper" version="3.4">
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<brief_description>
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Stores the setup pose for a bone.
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</brief_description>
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<description>
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Stores the setup pose for a bone.
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</description>
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<tutorials>
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</tutorials>
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@ -10,21 +12,25 @@
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<method name="get_bone_name">
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<return type="String" />
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<description>
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The name of the bone, which is unique across all bones in the skeleton.
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</description>
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</method>
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<method name="get_color">
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<return type="Color" />
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<description>
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The color of the bone as it was in Spine, or a default color if nonessential data was not exported. Bones are not usually rendered at runtime.
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</description>
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</method>
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<method name="get_index">
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<return type="int" />
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<description>
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The index of the bone in [code]Skeleton.get_bones()[/code].
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</description>
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</method>
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<method name="get_length">
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<return type="float" />
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<description>
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The bone's length.
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</description>
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</method>
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<method name="get_parent">
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@ -35,41 +41,49 @@
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<method name="get_rotation">
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<return type="float" />
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<description>
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The local rotation in degrees.
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</description>
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</method>
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<method name="get_scale_x">
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<return type="float" />
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<description>
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The local scaleX.
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</description>
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</method>
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<method name="get_scale_y">
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<return type="float" />
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<description>
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The local scaleY.
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</description>
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</method>
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<method name="get_shear_x">
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<return type="float" />
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<description>
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The local shearX.
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</description>
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</method>
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<method name="get_shear_y">
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<return type="float" />
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<description>
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The local shearY.
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</description>
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</method>
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<method name="get_transform_mode">
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<return type="int" enum="SpineConstant.TransformMode" />
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<description>
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The transform mode for how parent world transforms affect this bone.
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</description>
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</method>
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<method name="get_x">
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<return type="float" />
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<description>
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The local x translation.
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</description>
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</method>
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<method name="get_y">
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<return type="float" />
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<description>
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The local y translation.
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</description>
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</method>
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<method name="is_skin_required">
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@ -1,8 +1,10 @@
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="SpineBoneNode" inherits="Node2D" version="3.4">
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<brief_description>
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Node2D that either follows or drives a bone in a [code]SpineSprite[/code].
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</brief_description>
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<description>
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Node2D that either follows or drives a bone in a [code]SpineSprite[/code]. If set to follow a bone, the bone's shear will be ignored.
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</description>
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<tutorials>
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</tutorials>
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@ -1,8 +1,10 @@
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="SpineConstraintData" inherits="SpineObjectWrapper" version="3.4">
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<brief_description>
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The base class for all constraint datas.
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</brief_description>
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<description>
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The base class for all constraint datas.
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</description>
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<tutorials>
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</tutorials>
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@ -10,16 +12,19 @@
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<method name="get_constraint_name">
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<return type="String" />
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<description>
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The constraint's name, which is unique across all constraints in the skeleton of the same type.
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</description>
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</method>
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<method name="get_order">
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<return type="int" />
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<description>
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The ordinal of this constraint for the order a skeleton's constraints will be applied by [code]Skeleton.update_world_transform[/code].
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</description>
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</method>
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<method name="is_skin_required">
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<return type="bool" />
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<description>
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When true, [code]Skeleton.update_world_transform[/code] only updates this constraint if the active skin contains this constraint.
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</description>
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</method>
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<method name="set_order">
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@ -1,8 +1,10 @@
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="SpineEvent" inherits="SpineObjectWrapper" version="3.4">
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<brief_description>
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Stores the current pose values for an event. See [url]http://esotericsoftware.com/spine-events[/url] in the Spine User Guide.
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</brief_description>
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<description>
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Stores the current pose values for an event. See [url]http://esotericsoftware.com/spine-events[/url] in the Spine User Guide.
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</description>
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<tutorials>
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</tutorials>
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@ -1,8 +1,11 @@
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="SpineIkConstraint" inherits="SpineObjectWrapper" version="3.4">
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<brief_description>
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Stores the current pose for an IK constraint.
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</brief_description>
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<description>
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Stores the current pose for an IK constraint. An IK constraint adjusts the rotation of 1 or 2 constrained bones so the tip of the last bone is as close to the target bone as possible.
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See [url]http://esotericsoftware.com/spine-ik-constraints[/url] in the Spine User Guide.
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</description>
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<tutorials>
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</tutorials>
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